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-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp2
-rw-r--r--modules/assimp/import_state.h6
-rw-r--r--modules/assimp/import_utils.h2
3 files changed, 5 insertions, 5 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
index 1881d0db33..682a7e33c8 100644
--- a/modules/assimp/editor_scene_importer_assimp.cpp
+++ b/modules/assimp/editor_scene_importer_assimp.cpp
@@ -872,7 +872,7 @@ EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &stat
const unsigned int mesh_idx = p_surface_indices[i];
const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx];
- Map<uint32_t, Vector<BoneInfo> > vertex_weights;
+ Map<uint32_t, Vector<BoneInfo>> vertex_weights;
if (ai_mesh->mNumBones > 0) {
for (size_t b = 0; b < ai_mesh->mNumBones; b++) {
diff --git a/modules/assimp/import_state.h b/modules/assimp/import_state.h
index 26aad423cd..fbbbe23399 100644
--- a/modules/assimp/import_state.h
+++ b/modules/assimp/import_state.h
@@ -61,15 +61,15 @@ struct ImportState {
const aiScene *assimp_scene;
uint32_t max_bone_weights;
- Map<String, Ref<Mesh> > mesh_cache;
- Map<int, Ref<Material> > material_cache;
+ Map<String, Ref<Mesh>> mesh_cache;
+ Map<int, Ref<Material>> material_cache;
Map<String, int> light_cache;
Map<String, int> camera_cache;
// very useful for when you need to ask assimp for the bone mesh
Map<const aiNode *, Node *> assimp_node_map;
- Map<String, Ref<Image> > path_to_image_cache;
+ Map<String, Ref<Image>> path_to_image_cache;
// Generation 3 - determinisitic iteration
// to lower potential recursion errors
diff --git a/modules/assimp/import_utils.h b/modules/assimp/import_utils.h
index 80b67b5453..30c00f8765 100644
--- a/modules/assimp/import_utils.h
+++ b/modules/assimp/import_utils.h
@@ -341,7 +341,7 @@ public:
*/
static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path) {
- Map<String, Ref<Image> >::Element *match = state.path_to_image_cache.find(p_path);
+ Map<String, Ref<Image>>::Element *match = state.path_to_image_cache.find(p_path);
// if our cache contains this image then don't bother
if (match) {